/Engine/Source/Runtime/Engine/Classes/Engine/World.h
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if OutOverlaps contains any blocking results
bool ComponentOverlapMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Pos, const FRotator & Rot, ECollisionChannel TraceChannel, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const